11 switch (task->
state) {
GfxState GFX
GFX: the graphics state and its methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
#define TEXT_ONLINE
NAMEET: the Digimon Online registration.
FileCache FILE_CACHE
The file cache.
#define PAD_PRESSED(button)
One button of pad 1: newly pressed, auto-repeated while held, or held.
STPLNMET.PRO: the player's name entry (MODE_PLAYER_NAME).
#define PLNMET_MENU
sprite bank
void initSpriteDrawer(SpriteDrawer *obj)
Clears a sprite drawer to neutral (no scale, gray tint, follows the scroll), gives it its methods and...
void *(* getEntry)(u32 fileAndIndex)
The main task of the screen (STPLNMET_createScreen)
Draws sprites from a sprite sheet (such as file 0x277, the menu graphics): a sheet has a table of fra...
void(* setLayerId)()
(id, depth)
void(* setClutRow)()
(row)
void(* draw)()
(sheet, frame, x, y)
void(* setTexture)()
(x, y)
s32(* isWaitingForButton)()
void(* setPalette)(struct TextWindow *obj, u8 arg)
s32(* isFinished)()
s32: callers don't truncate the result to a byte
s32(* isVisible)()
s32: callers don't truncate the result to a byte
void(* setLines)()
no prototype: callers would truncate u8 args
void(* setPos)(struct TextWindow *obj, s16 x, s16 y)
void(* setVisible)(struct TextWindow *obj, u8 arg)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
#define PALETTE_BLUE
a light blue: what is highlighted or current
TextWindow * createTextWindow(s16 layerId, s16 style, s16 x, s16 y)
A text window on a layer, in a font style, at (x, y)
void STPLNMET_updateWelcome(NameDialog *task, NameDialogWindows *windows)
The welcome's task: brings its panel in through the CLUT rows, types the welcome text (cross turns th...
NameDialog * STPLNMET_createWelcome(PlayerNameScreen *screen)
Creates the welcome (task), the first thing the screen shows.